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Ok so I solved my original problems with my items, my flags were not reading so I had to 'remake' them, and have hit yet another snag hahaha.

When doing a pokemon battle for example Mewtwo when I defeat him he vanishes from map, if I run from the battle he vanishes from the map, but if I catch him then I can keep catching him... How do I fix this?

When doing a pokemon battle for example Mewtwo when I defeat him he vanishes from map, if I run from the battle he vanishes from the map, but if I catch him then I can keep catching him... How do I fix this?

Hey there, so I'm a beginner as well but I figured I could give some feedback and maybe help you get your problem fixed... I noticed that you Set and Clear flag 0x807 before then after the battle it looks like? What should happen (same goes for items) is that you set a flag before, and in Advance Map use that same flag number as the "Person ID" of that event, that way when the flag becomes set the event will no longer appear!

So to me it looks like you clear the flag to keep him there. I use XSE so some of this unfamiliar to me, but what you want to do is "hide" Mewtwo after the battle as well. Even if you set the flag but he is still onscreen, the event can continue. If you leave and come back to the area as of now, he will probably still show up...

Anyways, hope this wasn't too confusing and possibly solved your problem! Maybe someone who knows more about scripting will look at it and can help you out! By the way, I sent you a PM a few days ago in regards to your items problem

At the end of the script. When applymovement @m5 and @m6 are activated, they begin the way they are supposed to but when sprite 6 (on applymovement @m5) starts walking, he disappears almost immediately and the script ends. He is supposed to finish his movement script before disappearing.

I have a "waitmovement 0x0" command after the applymovement @m5 and @m6, so I don't understand why the sprite is disappearing before the "waitmovement 0x0" command.

At the end of the script. When applymovement @m5 and @m6 are activated, they begin the way they are supposed to but when sprite 6 (on applymovement @m5) starts walking, he disappears almost immediately and the script ends. He is supposed to finish his movement script before disappearing.

I have a "waitmovement 0x0" command after the applymovement @m5 and @m6, so I don't understand why the sprite is disappearing before the "waitmovement 0x0" command.

waitmovement 0x0 mean it waits any applymovement to finish, since @m6 is shorter the script continues after that one.. The easiest way to have them run in tandem would be to change it to pause 0x__ and fiddle with value.

waitmovement 0x0 mean it waits any applymovement to finish, since @m6 is shorter the script continues after that one.. The easiest way to have them run in tandem would be to change it to pause 0x__ and fiddle with value.

'---------
' Strings
'---------
#org 0x80003D
= You have your POKEMON now, right?\pYou still have to head over to\nthe big start off!\pYou won't even know what the\nKANTO LEAGUE is if you don't!

#org 0x8000CE
= Professor Oak: Settle down, everyone.\pWelcome trainers, to the KANTO\nLEAGUE's official beginning!\pIn this competition, you will all be\ncompeting to be in the first couple who\pcollect 8 GYM BADGES and reach the\nPOKEMON LEAGUE!\pBut, only the first two who arrive\nwill get the chance to challenge the\pELITE FOUR and the CHAMPION!\pNow that the explanation is over,\nlet's get going!\pThe KANTO LEAGUE begins in 5[.]\p4[.]\p3[.]\p2[.]\p1[.]\pGO!

Details: When I go to compile this, no errors pop up. But, when I close the window and open up the script again, the compiler gets rid of the second fadescreen for some reason. I have no idea why, and I've been unable to find out why this is happening by using google. :/

'---------
' Strings
'---------
#org 0x80003D
= You have your POKEMON now, right?\pYou still have to head over to\nthe big start off!\pYou won't even know what the\nKANTO LEAGUE is if you don't!

#org 0x8000CE
= Professor Oak: Settle down, everyone.\pWelcome trainers, to the KANTO\nLEAGUE's official beginning!\pIn this competition, you will all be\ncompeting to be in the first couple who\pcollect 8 GYM BADGES and reach the\nPOKEMON LEAGUE!\pBut, only the first two who arrive\nwill get the chance to challenge the\pELITE FOUR and the CHAMPION!\pNow that the explanation is over,\nlet's get going!\pThe KANTO LEAGUE begins in 5[.]\p4[.]\p3[.]\p2[.]\p1[.]\pGO!

Details: When I go to compile this, no errors pop up. But, when I close the window and open up the script again, the compiler gets rid of the second fadescreen for some reason. I have no idea why, and I've been unable to find out why this is happening by using google. :/

I'm not sure exactly what the problem is with the fadescreens, but I might have a solution. First, put a "pause" command in the middle of your "fadescreen" commands. (Ex. pause 0x30) Then, try using a different offset for your script.

I'm not sure exactly what the problem is with the fadescreens, but I might have a solution. First, put a "pause" command in the middle of your "fadescreen" commands. (Ex. pause 0x30) Then, try using a different offset for your script.

Yeah, everything's working well for me (though it seems that after a certain number of people, the script malfunctions and leaves sprites on the screen until you walk off screen). I'm having another issue with the script though, which is actually because of applymovement. When I use applymovement to hide sprites, they seem to be physically there (but invisible) until you walk off screen and come back to the spot where the NPC was before. Is there a way to fix this?

Yeah, everything's working well for me (though it seems that after a certain number of people, the script malfunctions and leaves sprites on the screen until you walk off screen). I'm having another issue with the script though, which is actually because of applymovement. When I use applymovement to hide sprites, they seem to be physically there (but invisible) until you walk off screen and come back to the spot where the NPC was before. Is there a way to fix this?

Hello, I'm having a problem with this script. Everything works except "applymovement 8 @m2" (which is at the beginning of the script). The script skips that command entirely. I'm not sure what the problem is, but any help would be appreciated!

#org @get
= Thank-you for returning Claire. I\ndon't have much to give you, but\lI broke this a little while ago.\lYou can have it.

I have tried following numerous tutorials, and sometimes really interesting things happen, like the screen going completely pink. If I remove the giveitem line then all the text and flags happen as they should, but the script never gives the item to the player (twisted spoon). Any help is appreciated.

Hello, I'm having a problem with this script. Everything works except "applymovement 8 @m2" (which is at the beginning of the script). The script skips that command entirely. I'm not sure what the problem is, but any help would be appreciated!

I have tried following numerous tutorials, and sometimes really interesting things happen, like the screen going completely pink. If I remove the giveitem line then all the text and flags happen as they should, but the script never gives the item to the player (twisted spoon). Any help is appreciated.

Nope, I just tried changing the person event number and changing the #dynamic value, but those changes made no difference... I do have the person number correct in A-Map as well... Still not sure of the problem.

I want to use the script to move a boulder sprite to the X/Y coordinates ,06/0E in Amap to block the player from leaving the cave, but I think somethings wrong in the script. Any one wanna help me out here?

#org @text
= = I hate TEAM ROCKET. They stole my\ndaughter's CHANSEY. Anyways, east\lof you is west JOHTO. The bridge\lconnecting ZIAHO to WEST JOHTO got\ldestroyed. So, until you get a\lcertain HM, you cannot pass.

#org @text
= = I hate TEAM ROCKET. They stole my\ndaughter's CHANSEY. Anyways, east\lof you is west JOHTO. The bridge\lconnecting ZIAHO to WEST JOHTO got\ldestroyed. So, until you get a\lcertain HM, you cannot pass.

I want to use the script to move a boulder sprite to the X/Y coordinates ,06/0E in Amap to block the player from leaving the cave, but I think somethings wrong in the script. Any one wanna help me out here?

There are two movesprite commands; the one you are using and 'movesprite2'. Movesprite2 will keep the OW at its new location, whereas it will revert to its original position once the player takes a step if you use the regular command.

Hey everyone, I'm working on a Fire Red hack and I just gave my character the HM 03 for surf. Realized he needed the Soul Badge to use it so I gave that to him too but even with the badge showing up on the trainer card it still says I need a badge to use surf out of battle. Is there more that I have to do than just setting flag 0x825 ?

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